Новичок
Новичок
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- 29 Мар 2024
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привет всем , нужна помощь в апдейте пастки
вот функция
1:
void gui_c::draw_texture3( sdk::unity::rect_t pos, texture2d_c* texture, int scale, bool blend, float aspect, sdk::unity::color_c color, math::vec4_t border, math::vec4_t radius, bool smooth ) {
using function_t = void( * )( sdk::unity::rect_t, texture2d_c*, int, bool, float, sdk::unity::color_c, math::vec4_t, math::vec4_t, bool );
static function_t function{ };
if ( !function )
/*
* internal static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode, bool alphaBlend, float imageAspect, Color color, Vector4 borderWidths, Vector4 borderRadiuses, bool drawSmoothCorners)
*/
function = reinterpret_cast< function_t >( game_assembly + o( 0xA10BFF0 ) );
return function( pos, texture, scale, blend, aspect, color, border, radius, smooth );
}
2:
void gui_c::draw_texture2( sdk::unity::rect_t pos, texture2d_c* texture, int scale, bool blend, float aspect, sdk::unity::color_c color, float border, float radius ) {
using function_t = void( * )( sdk::unity::rect_t, texture2d_c*, int, bool, float, sdk::unity::color_c, float, float );
static function_t function{ };
if ( !function )
/*
* public static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode, bool alphaBlend, float imageAspect, Color color, float borderWidth, float borderRadius)
*/
function = reinterpret_cast< function_t >( game_assembly + o( 0xA10B8B0 ) );
return function( pos, texture, scale, blend, aspect, color, border, radius );
}
3:
void gui_c::draw_texture( sdk::unity::rect_t pos, texture2d_c* texture ) {
using function_t = void( * )( sdk::unity::rect_t, texture2d_c* );
static function_t function{ };
if ( !function )
function = reinterpret_cast< function_t >( memory::read< uint64_t >( sdk::unity::find< method_t >( { e( "UnityEngine" ), e( "GUI" ), e( "DrawTexture" ), 2 } ) ) );
return function( pos, texture );
}
вот функция
1:
void gui_c::draw_texture3( sdk::unity::rect_t pos, texture2d_c* texture, int scale, bool blend, float aspect, sdk::unity::color_c color, math::vec4_t border, math::vec4_t radius, bool smooth ) {
using function_t = void( * )( sdk::unity::rect_t, texture2d_c*, int, bool, float, sdk::unity::color_c, math::vec4_t, math::vec4_t, bool );
static function_t function{ };
if ( !function )
/*
* internal static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode, bool alphaBlend, float imageAspect, Color color, Vector4 borderWidths, Vector4 borderRadiuses, bool drawSmoothCorners)
*/
function = reinterpret_cast< function_t >( game_assembly + o( 0xA10BFF0 ) );
return function( pos, texture, scale, blend, aspect, color, border, radius, smooth );
}
2:
void gui_c::draw_texture2( sdk::unity::rect_t pos, texture2d_c* texture, int scale, bool blend, float aspect, sdk::unity::color_c color, float border, float radius ) {
using function_t = void( * )( sdk::unity::rect_t, texture2d_c*, int, bool, float, sdk::unity::color_c, float, float );
static function_t function{ };
if ( !function )
/*
* public static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode, bool alphaBlend, float imageAspect, Color color, float borderWidth, float borderRadius)
*/
function = reinterpret_cast< function_t >( game_assembly + o( 0xA10B8B0 ) );
return function( pos, texture, scale, blend, aspect, color, border, radius );
}
3:
void gui_c::draw_texture( sdk::unity::rect_t pos, texture2d_c* texture ) {
using function_t = void( * )( sdk::unity::rect_t, texture2d_c* );
static function_t function{ };
if ( !function )
function = reinterpret_cast< function_t >( memory::read< uint64_t >( sdk::unity::find< method_t >( { e( "UnityEngine" ), e( "GUI" ), e( "DrawTexture" ), 2 } ) ) );
return function( pos, texture );
}